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2009 tribe INTERNATIONAL CREATIVE ARTS MAGAZINE ISSUE 4

Tribe Issue 4

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International creative arts magazine; tribe accepts submissions from all over the world, showcasing the best in visual creative arts every month

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2009

tribeINTERNATIONAL  CREATIVE  ARTS  MAGAZINE

ISSUE  4

2

Kirsty  Ashford

anglesinflight.deviantart.com

3

3

4 TRIBE  MAGAZINE      ISSUE  4

EDITOR  IN  CHIEF

Mark  Doyle

EDITOR

Ali  Donkin

ASSOCIATE  EDITOR

Tilly  Craig

EDITORIAL  DIRECTOR  

Pete  Davey  

CLIENT  DIRECTOR  

Jean  Camp

MARKETING  DIRECTOR  

Steve  Clement-­‐Large  

RESEARCH  

Hannah  Doyle

COVER  

Rosalind  Chad

ART

Bex  Edwards,  Abigail  Forster

PHOTOGRAPHY  

Mark  Doyle  [except  where  noted]

CONTRIBUTORS

Glyn  Davies,  Rosalind  Chad,  Jelle  Van  Hulle,  Kirsty  

Ashford,  Jamie  House,  Caitlin  Karolczak,  Michael  

Buckland,  Carlos  Ezquerra,  Chris  Kelley,  John  Scarratt,  

Stephanie  Bunt,  Abigail  Forster,  Dawn  Sims,  Dora  

Alden

CONTACT

To  submit  work:  [email protected]

To  say  hello:  [email protected]

Full  submission  details  can  be  found  on  our  website:

www.tribemagazine.org/contact.html

Artists  have  given  permission  for  their  work  to  be  

displayed  in  tribe  magazine.  No  part  of  this  magazine  

may  be  reproduced  without  the  permission  of  the  

copyright  holder(s)

tribe  magazine  is  produced  in  Plymouth,  UK  by  

Trico  Creative  CIC,  company  no  7982933

tribe

tribe  is  a  submissions  driven  visual  creative  arts  magazine.  We  

welcome  contributions  from  all  over  the  UK  and  the  world,  and  our  

aims  are  to  showcase  the  very  best  in  visual  creative  arts  each  month.  

If  you  are  a  creative  and  would  like  to  send  you  work  to  us  (either  art  or  

an  article  you  have  written)  please  send  it  to:  [email protected]

WELCOME

This  month  it  has  been  my  pleasure  to  become  part  of  the  tribe  

team.  The  past  couple  of  weeks  have  been  full  of  meaty  

conversations  which  have  kept  my  mind  buzzing  long  after  the  end  of  

our  meetings  and  a  constant  stream  of  original  and  thought  

provoking  ideas  springing  from  every  member  of  the  team.  In  short,  

after  having  spent  only  a  small  amount  of  time  with  everyone  here  at  

tribe  I  have  no  doubt  that  we  will  be  producing  work  which  

continually  provides  something  innovative  and  fully  explores  our  

online  format  for  a  long  time  to  come.

Talking  of  innovation,  tribe:write,  which  will  provide  a  platform  for  

creative  writers  to  show  their  work  in  a  completely  fresh  format,  also  

welcomes  a  new  editor,  Tilly  Craig,  whose  passion  and  expertise  will  

see  that  tribe:write  will  be  unique.  Getting  recognised  and  published  

can  be  arduous,  but  we  hope  that  tribe:write  will  help  make  that  

processes  a  lot  easier  by  creating  a  place  for  writers  to  take  their  

work  on  to  that  'next  step'  on  the  journey  to  publication.  The  beauty  

of  tribe  is  that  the  team  have  managed  to  introduce  so  many  ways  for  

creatives  to  show  you  their  work.  Not  only  will  tribe:write  give  the  

opportunity  for  writers  to  show  their  work  but  it  also  provides  a  stage  

for  illustrators  too.  The  future  of  tribe  holds  many  new  avenues  for  us  

to  work  with  and  promote  the  talents  of  up  and  coming  illustrators.  

One  such  opportunity  can  be  seen  on  the  opposite  page.  Each  month  

we  would  like  to  give  over  our  contents  page  to  an  illustrator  so  that  

they  can  show  our  readers  their  distinct  style  and  imagination.  So  

come  on  illustrators  -­‐  show  the  world  what  you  can  do!

Ali  Donkin,  Editor

ISSUE 4 MAY 2012

   ISSUE  4      TRIBE  MAGAZINE 5

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   ISSUE  4      TRIBE  MAGAZINE 7

Phrases  &  Philosophies  For  The  Use  Of  The  Young

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The  Country  Doctor

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Momento  Mori  I

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Res  Ipsa  Loquitur  (The  Thing  Speaks  For  Itself)

12 TRIBE  MAGAZINE      ISSUE  4Emanation

   ISSUE  4      TRIBE  MAGAZINE 13Le  Bourreau

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Hedone

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Evado

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The  Martyrdom  Of  Saint  Agatha

Caitlin  Karolczak

studiosilenti.com

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CARLOS EZQUERRA

Carlos  Ezquerra  is  a  legend.  Co-­‐creator  of  Judge  Dredd  and  Strontium  

Dog,  his  work  has  a  huge  cult  following  across  the  world.  His  art  has  been  

a  massive  influence  on  modern  comic  book  art  and  graphic  novels.  He  

took  time  out  of  his  busy  schedule  to  talk  to  TRIBE.

How  have  things  in  the  comic/graphic  

novel  industry  changed  over  the  course  

of  your  career?  Have  things  changed  

for  the  better  or  worse?

Some  things  have  changed  for  better,  

but  in  general  I  think  for  worse  -­‐  young  

people  don't  read  comics  like  before  as  

they  are  more  into  video  games,  so  

comics  don't  sell  in  the  numbers  they  

used  to.

You  are  partly  responsible  (along  with  

John  Wagner)  for  creating  two  of  the  

most  iconic  characters  in  British  comic  

book  history:  Strontium  Dog  and  Judge  

Dredd.  Has  it  been  hard,  over  the  time  

you  have  been  involved  in  with  those  

characters,  to  maintain  the  standards  

expected  from  the  fans?  What  process  

do  you  go  through  when  creating  a  

new  story/strip?

                         

It  hasn't  been  hard  because  those  

characters  are  like  part  of  us,  so  they  

came  out  quite  naturally.  When  I  am  

with  a  new  story  I  try  to  imagine  it  like  

a  film,  trying  to  match  the  look  of  the  

characters  with  the  way  they  move  and  

act,  trying  to  be  true  to  the  idea  that  

the  face  is  the  mirror  of  the  soul.

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How  do  you  feel  about  Dredd  as  a  

character?  Both  Dredd  and  Strontium  

Dog  strips  have  strong  political  

undertones  -­‐  Dredd  about  state  control  

and  Strontium  Dog  about  alienation  

and  discrimination.  What  social  

themes,  if  any,  were  you  aiming  to  

bring  out  through  these  characters?

Those  were  the  aims  when  we  started;  

remember  both  characters  were  

created  in  the  late  1970’s.  Margaret  

Thatcher  was  in  power  and  it  was  the  

time  when  real  state  control  was  

starting.  Now  we  are  near  the  world  of  

Dredd  which  we  never  dream  in  those  

days.  Nowadays  even  the  riot  police  

look  as  menacing  as  the  judges,  or  

even  more!  As  for  the  Strontium  Dog,  

what  can  I  say?  Discrimination  is  a  

close  part  of  human  nature;  sometimes  

it  is  skin  color,  religion,  sexuality,  

languages,  anything  that  is  different  

can  be  considered  ‘a  menace’.

There  is  a  new  Dredd  film  out  later  this  

year.  Were  you  nervous  about  Dredd  

being  portrayed  again  on  film?

Not  at  all,  I  never  knew  it  was  going  to  

be  a  film  until  I  read  it  in  the  press!

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Why  do  you  think  the  Dredd  strip  still  

holds  such  an  appeal  in  2012?

I  suppose  for  some  people  it  is  a  satire  

about  real  life,    but  I  think  mainly  

because  the  scripts  and  the  artwork  

are  so  good.  John  Wagner  has  been  the  

creator  of  a  character  larger  than  life,  

and  during  all  this  years  he  changed  

Dredd  from  being  a  two  dimensional  

character  to  a  more  complex  one,  

almost  human  being  or  as  human  as  

Dredd  can  be,  naturally.  John  is  a  

extraordinary  writer  and  the  fact  he's  

been  doing  most  of  the  scripts  ever  

since  Dredd  first  appeared  makes  the  

story  unique  and  a  complete  universe.  

 Comics  have  always  been  an  area  of  

art  that  has  traditionally  been  seen  as  

frivolous  and  of  low  cultural  value  by  

many  literary  critics.  Are  comics  still  

relevant?

Comics  still  are  seen  as  of  a  low  

cultural  value,  even  if  the  film  industry  

constantly  plunder  them  for  new  

characters  and  creations.  In  general  

they  still  consider  the  comics’  creators  

as  second  or  third  rate,  just  good  

enough  to  use  their  creations,  and  not  

always  used  well.

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How  does  it  feel  to  have  contributed  so  

much  to  the  success  of  2000AD?  

I  think  all  the  artists  who  worked  for  

2000AD  have  contributed  to  the  look  

of  it.

What  are  working  on  currently?  Are  

there  any  new  projects  on  the  horizon?

I’m  just  finishing  a  story  of  Durham  

Red,  the  vampire  girl    from  Strontium  

Dog,  with  Alan  Grant.  Also  the  third  

part  of  Tankies,  a  war  story  with  Garth  

Ennis,  and  I'll  start  soon    another  part  

of  the  Life  and  Death  of  Johnny  Alpha,  

with  John  Wagner.

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Jelle  van  Hulle  is  a  Belgian  video  

armst.  He  received  his  masters  from  

Sint  Lukas  Brussels.  His  art  pracmce  

currently  involves  the  use  of  mixed  

media,  video  smlls  and  short  films  

that  have  been  selected  for  several  

European  art  galleries  and  fesmvals,  

including  the  internamonal  film  

fesmval  Gent,  Brussels  and  Annecy.

 

Jelle’s  work  is  always  a  search  for  the  

possibilimes  of  modern  graphic  

techniques.  

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He  produces  series  of  these  works  and  

the  end  results  are  video  footage,  

digital  photographs  and/or  inkjet  

prints;  the  armst  breaks  and  replaces  

serial  based  works  with  uniqueness  

and  originality,  that  is  irreproducible.

By  working  with  delicate  material:    

used  paper,  old  fabrics,  collages  and  

glue,  with  spots  and  errors,  he  

explores  the  limits  of  prinmng  and  

printmaking.      This  results  in  an  armsmc  

texture  that  quesmons  the  usefulness  

of  perfect  pictorials  in  today’s  digital  

world.

jellevanhulle.be

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MIchael  Buckland

[email protected]

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Kirsty  Ashford

anglesinflight.deviantart.com

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Jamie  House

Stranger:  MemoriesThis  project  is  a  result  of  me  producing  images  of  other  people’s  

memories  that  I  have  mined  from  the  internet  on  various  social  media  

sites.  These  people  have  befriended  me  online  but  are  not  people  I  

have  met  in  person.

Each  image  is  produced  by  a  long  exposure  focused  on  a  computer  

screen  while  browsing  a  stranger’s  social  media  images  he  or  she  has  

posted  on  their  Flickr  and  Facebook  accounts.  The  resulmng  images  are  

digital  landscapes  of  people  and  their  memories.

I  have  access  to  people’s  memories,  vacamons  and  celebramons  which  I  

record  in  one  single-­‐image;  a  portrait  of  someone  I  do  not  know.

The  resulmng  images  are  layers  of  images  and  mme  within  someone’s  

life.  This  project  invesmgates  how  we  disseminate  and  share  images  in  

the  public  domain  and  makes  us  consider  issues  of  representamon  and  

privacy.

This  series  also  invesmgates  what  happens  to  people’s  online  

memories  when  someone  dies.  What  are  the  implicamons  of  us  

making  all  our  informamon  available  online?  Social  media  is  currently  

popular  but  what  happens  if  this  ceases  to  be  the  case:  what  happens  

to  our  memories  and  who  will  have  access  to  them?

jamiehousephotography.co.uk

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Dawn  Louise  Sims

sunriseart.co.uk

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Dora  Alden

wix.com/doralden/doranne-­‐alden

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THE LEOPARD PRINT SET

Plymouth based designer

Stephanie Demelza B

showcases her latest

designs

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DESIGNER: STEPHANIE DEMELZA B FASHION

MODELS: BETH COLQUHOUN, SKY WEEKES

STYLIST: SALLY BURNE

ACCESSORIES: SUNDAE GIRL

PHOTOGRAPHY: MARK DOYLE

LOCATION: WHITE RABBIT, PLYMOUTH

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STEPHANIE  DEMELZA  B  QUICK  INTERVIEW

How  did  you  get  started  in  fashion?

 

I think my interest into fashion started when I was about 15. Being heavily influenced by rock music and alternative fashions I wanted to make myself outfit’s that nobody

else was wearing and that couldn’t be bought in the shops. I remember the first item of clothing I made was a patchwork denim skirt. It was actually a really ugly skirt but

when wearing it I got loads of compliments that inspired me to make and accessories more outfits.

 

Your  work  is  clearly  influenced  by  1940's  and  1950's  fashion.  Why  is  this  era  so  fascinating  for  you  as  

a  designer?

 

My designs are very much inspired by music, alternative fashion and the idea of fantasy and fairy tales. For my very first collection I was inspired by the Japanese

Lolita fashion and created girlie dresses that were very theatrical. Then for my next collection I researched into Science Fiction architecture, my designs were abstract and

high fashion. Since then I have been working on a Gothic Glamour collection as well as commercial clothing for my shop.

Can  you  describe  the  way  you  work?  How  do  you  take  your  ideas  for  an  outfit  and  make  it  real?  

What  is  the  process?

 

When designing a collection I tend to think of a theme, and then create a scrapbook of mood boards, sketches, fabric samples and inspiration.

Sometimes the fabric alone inspires me but I get better results when I take my time

and research the subject.  I start sketching ideas, which then escalate in to bigger and more enhanced ideas. I research in to fabrics and pattern cutting techniques to add

shape and distinctive details.

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Is  fashion  capable  of  making  an  impact  and  meaningful  artistic  statement?

 

Of course! All fashion designers strive to be different and to make something that’s unique and that will stand out. Fashion is a different way of expressing creativity by

producing wearable art.

How  would  you  define  the  style  your  line  exemplifies?

There are two styles to my fashion brand. There is my younger alternative side that wants to make fun, cutesy dresses infused with prints, ruffles and lots of lace! Then

there are my mature designs, which have a sexy, high fashion feel. It all depends on what is inspiring me at the time.

What  are  you  currently  working  on?  What  can  we  see  from  you  in  the  near  future?

I am currently working on private commissions as well as a new collection that will be

sold through my shop. Can’t say what you’ll be seeing from me in the future. I have so many ideas I’m not even sure where to start, so that will have to be a surprise for

everyone including myself!

If  you  could  collaborate  with  another  creative  on  a  clothing  line,  what  and  who  would  it  be?  What  

would  the  finished  piece  look  like?

 

Well I have actually been talking with a talented fine artist and an awesome graffiti

artist about collaborating. I don’t want to say too much but the concept of combining graffiti prints in to a collection could look awesome! <

stephaniedemelzab.bigcartel.comstephaniedemelzab.blogspot.co.uk

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John  Scarratt

johnscarratt.co.uk

78 TRIBE  MAGAZINE      ISSUE  4 Bex Edwards

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Lo-Res Revolution

glyn davies gets pixel-elated

Digital   art   in   the   modern   era   has   much   to   recommend   it.     There   is   a  

bewildering   range   of   graphical   and   artistic   tools   available   for   home   PCs,  

often   as   freeware,  which   allows   even   talentless   laymen   such   as   myself   to  

create   something   approaching   “art”.     Whatever   your   creative   discipline,  

there  is   a  computer  program  or  app  which  will,  depending  on  your  point  of  

view,  either   enhance  your  natural  ability  or  cover  up  your  complete   lack   of  

talent.    Some  modern  painting  programs  allow  for  a  range  of  painting  styles,  

and   will   even   simulate   textures   and   physical   brush-­‐strokes   for   that   added  

note  of  realism.    Even  David  Hockney  uses  an  iPad  these  days,  for  god’s  sake.  

>    

pic:

Jud

e Bu

ffum

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Computer  graphics  have  long  passed   the  point  of  photorealism,  so  much  so  

that   they   can   now   be   inserted   seamlessly   into   movies   without   having   to  

explain   the   third-­‐rate   CGI   by   setting   whole   thing   in   some   Tron-­‐like   neon  

dystopia.    In  the  past,  CGI  has   succeeded   only   in   dating  a   film   to  a   specific  

point   in  time,  whereas  more   ‘organic’  special  effects,  such  as  those  used   in  

films   like   Close   Encounters   or   the  original   Star  Wars   trilogy,   seem   to   have  

held  up  quite  well  over  the  years.    In  their  day,  these  were  real  “how  did  they  

do  that?”  moments,  and  still  look  impressive  some  thirty-­‐five  years  on.    

George   Lucas   might  have   thought  he   was   being   terribly   clever   and   oh-­‐so-­‐

cutting   edge   when   he   employed   CGI   extensively   in   his   trio   of   Star   Wars  

prequels  a  decade  or  so  ago,  but  even  before  they  were  a  few  years  old,  CGI  

technology  had  advanced   to   such   an  extent   that  Lucas’  effects   looked   little  

better  than  you’d  expect  to  find  in  a  fairly  run-­‐of-­‐the-­‐mill  videogame.    

Indeed,  modern  movies   are   looking  more  and  more  like  videogames,  while  

videogames   themselves   have   long   looked   like  movies.     This   is   how   far   the  

lines   have  blurred   between   the  two,  and  goes   some  way   to   explaining  the  

number   of   blockbuster   films   that   are   now   based   on   popular   videogames,  

when   in   years   gone  by,   it  used   to  be   the  other  way   around.    As   for   CGI   in  

movies,   it   no   longer   impresses   us   the   way   it   used   to;   these   days   we   just  

accept  it  as  a  normal  part  of  the  movie  experience,  if  we  notice  it  at  all.    We  

know  how  they   did   it,   and  we  no   longer   care.     As   the  years   pass,  popular  

culture   is   defined   more   and   more   by   the   march   of   technology   and,  

eventually,   finds   itself   creatively   neutered   by   it.   Yes,   in   many   ways  

technology  is  great.    It  allows  us  to  do  some  quite  staggering  things  relatively  

cheaply   that   twenty   or   even   ten   years   ago   were   beyond   our   technical   or  

financial  ability.    But  so  what?    >

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Sometimes,  in  order  to  stay  in  touch  with  our  own  natural  abilities,  we  need  

to  get  back  to  basics.    The  Luddites  understood  that.    Just  because  a  machine  

can  do  the  work  of  ten  people,  that’s  not  necessarily  a  reason  to  install  it  and  

make   nine   people   jobless   and   destitute   as   a   result.     Which   is   where   the  

enduring   popularity   of   pixel   art   comes   in.     For   the   past   fifteen   or   twenty  

years,  a  new  wave  of  technological  Luddism  has   been  worming  its  way   into  

the   consciousness   of   a   public   that   has   been   completely   seduced   by  

technology.

Pixel   art,   and   in   particular   8-­‐bit   pixel   art,   celebrates   the   limited   graphic  

capabilities   of   older   computers,  especially   those   that   ruled   the   1980s.     It  

might  be  created  directly  on   said  old  computers  or  it  might  just  be  made  to  

look   like   it  has  been.    Speaking  personally,  I  much   prefer  the   former  –  new  

art  created  on  old  technology  has  added  authenticity,  and  it  takes  a  certain  

determination  to  create  something  within  such  strict  parameters.    Creating  a  

brand  new  piece  of   art  using  an   ancient  Commodore  64  and   a  copy   of  OCP  

Art  Studio  is  definitely  hardcore  in  my  book.    But  that’s  just  me.    The  reality  is  

that  8-­‐bit   art   has  moved   far  beyond   the   simple,  vibrant,  blocky   computer  

graphics  that  inspired  it.    Today,  it  can  take  in  considerably  more  ancient  (or  

‘retro’,   if   you’d   rather)   artforms   such   as   sculpture,   embroidery   or   mosaic,  

which   in  particular  lends   itself  perfectly  to  the  comparatively   low-­‐resolution  

images  that  this  archaic  technology  produces.

So  what’s  the  appeal?

Nostalgia  obviously   plays  a  huge  part.     The  pixel   art  scene  runs   in   tandem  

with   other  8-­‐bit   inspired  movements,  such   as   the   retrogaming  or   chiptune  

scenes.    Retrogaming  is  self-­‐explanatory.    There  has  long  been  a  huge  market  

for  old-­‐school  videogames,  either  on  their  original  platforms  –  physically,  or  

emulated   on   a   modern   PC   or   console   -­‐   or   through   updated   versions   on  

modern  platforms,  and  in  particular  mobile  phones.    >        

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Chiptunes,  very  simply,  involve  musicians  creating  new  pieces  of  music  with  

old  computers,  or  at  least  incorporating  these  old  computer  sounds  into  new  

pieces  of  work.    The  Commodore  64,  which  for  its  time  had  a  very  advanced  

sound  chip  that  was  basically   a  mini-­‐synthesizer,  and  which  had  a  sound  all  

of   its  own,  not  to  mention  of   its  era,  is   particularly  popular   in  the   chiptune  

scene.          

The   popular   8-­‐bit   machines   of   the   1980s,   such   as   the   ZX   Spectrum   and  

Commodore   64,   still   have   a   devoted   army   of   adherents   who   delight   in  

pushing  these  ancient  computers  to  their  absolute  limits  in  terms  of  graphics  

and   sound,  which   they   show   in   the   form  of   ‘demos’,  which   are  often  quite  

impressive  (given   the  technology  used)  audio-­‐visual  programs  which  run  on  

the  original  hardware  itself  or  an  emulated  version  of  it  on  a  PC  or  Mac.    The  

‘demoscene’,   as   it   has   become   known,   has   existed   for   almost   as   long   as  

home  computers.    But  it  was  popularised  in  the  late  1980s  by  the  emergence  

of  16-­‐bit  machines  such  as  the  Commodore  Amiga,  on  which  talented  teams  

of   amateur   programmers,   graphic   artists   and   musicians   would   produce  

demos  with   the  sole  purpose  of   showing  off   the  abilities   of  both  computer  

and   coders.      This   in   turn   led   to   a   small   retrograde   demoscene  using   less  

powerful  hardware,  which,  like  the  Amiga  scene,  also   still   exists   to   this   day.  

So,  nostalgia  aside,  what  of   the  aesthetic  qualities  of  8-­‐bit  graphics?    On  the  

face  of   it,  they  don’t  seem  to  have  a  great  deal  going  for  them:  blocky,  low-­‐

resolution   images,   often   indistinctly   defined   and   hampered   by   a   limited  

palette  and  very   little  in   the  way  of   texture  or  shading.    Yet,  at  the  height  of  

the   8-­‐bit  machines,   graphic   artists   managed   to   perform   a   range   of   minor  

miracles   on   these  machines,   as   one   look   at   a   loading   screen   designed   by  

David   Thorpe   or   Bob   Stevenson   will   confirm.     Often,   limited   technology  

inspires  such  ingenuity.    >

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When  8-­‐bit  computers  were  succeeded   by   16-­‐bit   in   the   late   1980s,   it  took  

the   new   generation   a   while   to   find   its   feet.     Spoilt   by   what   seems   like  

unparalleled  graphical  capability,  games  developers  initially  neglected  to  add  

anything  more  in  the  way  of  actual  gameplay,  something  that  has  continued  

through   each   successive   generation   of   computer   technology:     the   product  

looks  better,  but  all  too  often,  it  isn’t.

This   is  why  gamers  of  a  certain  age  look  on  the  8-­‐bit  days  so  fondly,  and  why  

the  era  continues   to  be  mythologized.    The  real   classics   from   that  era,  that  

select  group  of  8-­‐bit  games  that  hold  up  well  even  today,  were  good  because  

they  had  to  be,  because  programmers  didn’t  have  anything  approaching  the  

bells   and   whistles   today’s   technology   gives   them,   including   the   ability   to  

conceal  a  multitude  of   sins  behind  impressive  graphics.    There  was  dross   in  

the  8-­‐bit  days   too,  of   course,  and  plenty   of   it.    But  most  of   the  bad   games  

sunk  without  a  trace  and  were  forgotten  almost  immediately.    As  is   so  often  

the   case  with   nostalgia,   it   is   only   the   good   things   about   a   given   era   that  

remain   preserved   in   the   mind   –   and   indeed   in   culture   as   a   whole   -­‐   for  

posterity.

Despite   its   obvious   limitations,  the  8-­‐bit  graphics   style  does   have  a  certain  

charm,  especially   in  the  hands  of  an  able  designer.    8-­‐bit  graphics  tend  to  be  

associated   with   solid,   vibrant   shapes,   bold   primary   colours   and   above   all,  

simplicity.    And  it  would  be  fair  to  say  that  some  of  these  simple  forms  have  

proven   to   be   little  more   than   iconic.    Even   in   the  1980s,  non-­‐videogamers  

could   recognize   the   outline  of   a   Space   Invader   or   Pac-­‐Man,   say,  and   know  

what  it  was.    And,  of  course,  there  is  the  podgy  Italian  plumber  who  became  

the   instantly   recognizable   mascot   of   a   certain   Japanese   videogame  

corporation.    It’s  with   familiar  images  such  as   these,  along  with  many,  many  

others,  that  computer  graphics  begin  to  enter  the  noisy  environs  of  pop  art.  

>

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Indeed,  the  8-­‐bit  style  lends   itself  perfectly  to  pop  art.    It  is   visually   striking,  

sometimes  bordering  on   the  kitsch,  as  well  as   being  immediately  accessible  

and   familiar   enough   culturally   to   survive   the   translation   from   computer  

screen  to  more  tangible,  “physical”  media.    As  a  distinct  art  style  in   itself,  it  

also  appears  to  be  able  to  survive  any  contextual  cauldron  the  artist  cares  to  

throw   it  into.    8-­‐bit   inspired   imagery  has   found   itself   in   a  variety  of  media,  

from  television  to  t-­‐shirts,  and  everything  else  in  between.    

This  isn’t  a  new  phenomenon  either.    Thirty  years  ago,  the  computer  graphics  

of  the  era  were  often  used  to  signify  something  “futuristic”  or  the  relentless  

march   of   technology.     Today,   those   same   graphics,   or   representations   of  

them,  are  used  knowingly  and  affectionately,  a  nostalgic  nod  to  a  time  when  

almost  everything  electronic  we   interact   with   todaywould   have   been   pure  

science  fiction,  bordering  on  witchcraft.    They  are  also  still  used,  bizarrely,  to  

represent  generic  “computer  graphics”,  as   if  modern   computer  graphics  are  

just  too  good   to  be  believable.    There  seems  to  be  something  lodged   in  our  

minds  that  computer  graphics  are,  and  always  have  been,  garish  and  blocky,  

and   we’re   damned   if   the   all   the   overwhelming   modern   evidence   to   the  

contrary  is  going  to  convince  us  otherwise.      

In  the  intervening  years,  pixel  art  has  emerged  as  a  genuine  and  very  popular  

art  style,  as  well-­‐attended  exhibitions,  particularly  in  the  United  States,  have  

demonstrated.     It’s   not   hard   to   see   why:   it’s   eye-­‐catching,   bright   and  

colourful,   accessible   and   always   pertinent   to   popular   culture.     Pixel   art   is  

rapidly   becoming  a  very  crowded  playing  field  but  some  genuinely  talented  

artists   have  managed   to  rise  above  the  throng.     Jude  Buffum  stands  out  as  

my  particular  favourite  pixel  artist  at  the  moment.  >

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His  work  not  only  demonstrates  a  wry,  satirical  wit,  but  also  a  real  knowledge  

and  understanding  of  8-­‐bit  videogame   culture,  performing  a  slick  balancing  

act   between   romantic   nostalgia   and   cultural   commentary,   which   is  

something  a  lot  of  pixel  artists   don’t  really  attempt  –  too  many  of  them  are  

concerned  with  trying  to  be  “ironic”,  which   to  me  seems   to  be  missing  the  

point  somewhat.    

Far  from  being  ironic,  pixel  art  arguably  occupies  its  own  little  bubble  outside  

irony.     It   is   fuelled   partly   by   nostalgia  and   partly   by   an   artistic   reaction   to  

what   is   perceived   to   be   the   uniform   blandness   of   modern   computer  

graphics,  however   realistic  they  may   look.     But  most  importantly,  it   is   –   as  

perhaps   it   has   always   been,  even   in   its   8-­‐bit   infancy   –  a  very   genuine  and  

exciting  form  of  artistic  expression.    <  

You can see more of Jude Buffum’s marvellous work at judebuffum.com

pic:

Jud

e Bu

ffum

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These  Polaroid  Painmngs  are  created  using  the  chemicals  inside  of  the  Polaroid  film.  The  chemicals  begin  

developing  the  second  they  are  squirted  up  from  the  white  frame  and  constantly  interact  and  change  over  

the  course  of  months.  The  pictures  are  aging,  accident,  mme,  sex,  technology,  history,  nostalgia,  dissonance,  

Rorshach,  the  female  body,  objectness,  chance,  horses,  loss  and  a  couple  of  other  things.

Chris  Kelleyfacebook.com/chriskelleyart

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MIchael  Buckland

[email protected]

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VISUAL PROVOCATEURPlymouth based photographer, designer

and stylist Rosalind Chad talks to tribe

about her varied work and career.

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Tell  us  the  story  behind  the  cover  image  of  this  issue  of  tribe  and  how  that  came  about

Its  a  collaboramon  with  Alien  Fox  designs  for  the  SenQent  Project;  this  shoot  was  enmtled  The  Bird.  The  designer,  

Foxy,  specialises  in  custom  adornments  that  are  oven  influenced  by  animals  and  tribal  culture.  The  premise  of  

the  project  was  based  in  the  distant  future  and  explored  the  idea  of  what  the  Earth  would  be  like  in  a  million  

years  mme.  If  human  beings,  arguably  the  only  self-­‐aware  beings  on  this  planet,  were  to  change  and  we  were  

wiped  out,  there  would  be  an  evolumonary  gap  at  the  top  of  the  food  chain.

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The  senment  beings  are  the  animals  that  would  evolve   to   take  our  place;  The  first  being   is  the  huge  plumed  

bird-­‐like   creature   -­‐   dismnctly   bipedal,   beaumfully   coloured   and   nimble.  We  worked   with   the   model   James  

Francis  to  reflect  a  proud  and  noble  creature.  As  a  photographer  I  wanted  to  bring  an  otherworldly  quality   to  

the  images,  using  gels  and  hard  lighmng  I  was  able  to  set  of  the  luxuriant  textures  and  the  myriad  colours  of  the  

headdress  and  shoulder  piece  to  full  effect.  James  pracmces  marmal  arts,  so  he  is  naturally   very   flexible  and  

disciplined  with  his  body  –  under  our  direcmon  he  brought  the  strength  and  prowess  of   the  SenQent  Bird  to  life  

vividly.

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What  are  you  currently  working  on?

I  am  currently  working  on  a  set  of  images  exploring  the  idea  of  androgyny.  I  have  three  shoots  for  this  project  and  I  have  

completed  two  so  far.  Society’s  boundaries  are  in  state  of  flux,  traditional  masculine  and  feminine  boundaries  are  blurred  

and  this  has  been  increasingly  reflected  in  gender  crossing  fashion.  During  the  first  Androgyny  shoot  I  drew  heavily  on  the  

concept  of  the  dandy,  the  archetypal  devotee  to  dress,  and  a  term  that  is  increasingly  applied  to  both  sexes.  The  styling  

was  all  about  the  attention  to  detail,  refinement  and  eccentricity.  I  worked  with  the  model  to  try  to  produce  images  that  

reflect  an  intellectual  and  nonchalant  demeanour  so  central  to  the  cult  of  dandyism.  Charles  Baudelaire  defined  the  dandy  

as  one  who  elevates  aesthetics  to  a  living  religion,  and  as  a  photographer  this  is  something  I  can  certainly  identify  with.

So  its  following  on  in  a  way  from  the  1920’s  aesthetic  of  women  wearing  trouser  suits  and  dressing  in  very  male  attire?

Yes,  very  much  so.  Strongly  tailored  and  structured  clothing  has  a  wonderful  sculptural  quality  that  enhances  the  physique  

of  the  wearer,  whereas  much  of  the  clothing  generally  available  seems  reliant  on  the  physical  form  of  the  wearer,  

especially  in  women’s  fashion  where  many  designs  diminish  rather  than  flatter  the  average  wearer.

I  have  long  been  interested  in  the  power  of  clothing  in  determining  our  perception  of  each  other,  its  ability  to  send  

messages,  hide  and  reveal,  highlight  and  obscure.  In  the  Androgyny  Project  I  was  aiming  to  explore  the  subtle  ambiguity  

and  delicate  confusion  that  androgynous  clothing  can  engender  in  the  viewer.  I  chose  highly  structured  garments  with  a  

strong  emphasis  on  tailoring  and  detail.  A  sharp  suit  symbolises  power,  conformity,  hard  work  and  professional  conduct  

and  is  essentially  masculine.  It  is  often  referred  to  as  the  battledress  of  the  business  man.  With  its  instantly  recognisable  

sillhouette  and  credentials  it  was  the  perfect  garment  for  my  exploration  of  gender.  I  am  fascinated  by  its  subversive  power.  

What  you  wear  effects  how  you  think  and  perform  and  this  phenomenon  is  referred  to  as  enclothed  cognition;  it’s  

fascinating  to  see  how  the  clothing  can  instantly  affect  the  demeanour  of  the  models  I  work  with.  In  this  series  of  shoots  as  

well  as  styling  them  I  am  also  researching  and  observing  the  differences  in  body  positioning,  demeanour,  poise  and  gesture  

between  men  and  women.  Through  a  combination  of  my  observations,  their  application  and  the  styling  of  the  shoots  so  far  

I  have  aimed  to  produce  images  that  would  not  be  gender  defined,  that  would  throw  different  signals  to  the  viewer  leaving  

them  guessing.  I  think  androgyny  makes  us  question  our  sexuality  and  identity.  The  fashion  industry  is  captivated  by  the  

androgynous  and  as  a  photographer  I  can  understand  why,  when  you  photograph  people  you  are  often  restricted  by  

gender  conventions.  When  you  throw  these  ideas  out  it  allows  you  to  work  in  a  much  freer  and  more  creative  way,  I  don’t  

think  you  necessarily  realise  how  influenced  you  are  by  convention  until  you  question  the  things  you  take  for  granted.  It’s  

been  a  liberating  and  rewarding  creative  process.

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Photography  is  often  a  collaborative  creative  process  -­‐  how  did  you  collaborate  on  these  projects?

I  originally  developed  the  concept  of  the  Androgyny  project  in  collaboration  with  Jonathan  Habens,  who  was  also  the  

model  for  the  first  shoot.  Jon  had  been  studying  the  concept  of  Androgyny  for  his  dissertation  for  the  final  year  of  his  

illustration  degree.  Strong  influences  we  discussed  and  researched  included  Annie  Lennox,  Tilda  Swinton,  and  the  model  

Andrej  Pejic.  Jon  had  captivating  epicene  looks  that  were  the  catalyst  for  the  whole  project.

The  casting  for  the  second  Androgyny  shoot  was  vital  to  it’s  success,  I  was  looking  for  a  enigmatic  female  model  with  

boyish  charm,  and  Maddison  Jett  with  her  lanky  physique,  cropped  hair  and  strongly  defined  features  matched  the  image  

in  my  head  perfectly.  Both  models  had  such  great  enthusiasm  and  commitment  to  the  project.  Maddison  sourced  the  

beautiful  suits  you  see  her  wearing  from  a  local  company  the  Fitzwell  Collection  in  Barnstaple  and  John  will  be  using  his  

skill  as  an  illustrator  for  the  final  instalment  of  the  Androgyny  project  which  will  play  with  the  concept  of  Masquerade.

Empowerment  seems  a  key  theme  of  your  work.  

Yes!  As  well  my  personal  projects  and  commissions  I  also  offer  Get  Gorgeous  photo  shoots  which  are  available  through  the  

Visual  Provocateur  website  and  are  held  at  The  White  Room  studio.  They  are  aimed  at  women  who  would  like  to  benefit  

from  a  confidence  building  experience,  or  would  just  like  some  great  images  for  posterity.  I  photograph  and  style  the  

shoots  and  work  with  a  professional  creative  team  of  make-­‐up  artists  and  hair  stylists.  I  work  closely  with  my  clients  to  

make  them  feel  at  ease  and  so  they  can  enjoy  the  experience  of  being  thoroughly  pampered  and  preened.  I  guide  them  

through  how  to  pose  effectively  for  their  shape  using  lighting  set  ups  that  sculpt  and  enhance  the  body.    My  aim  is  for  you  

to  leave  the  studio  feeling  beautiful  with  a  set  of  inspirational  photo’s  to  prove  it.    I  know  from  experience  that  just  as  bad  

images  can  really  knock  you  confidence  and  in  some  cases  lead  to  a  distorted  self  image,  a  set  of  great  images  can  

empower,  enhance  self  esteem  and  boost  your  confidence  immeasurably.

You’ve  also  been  working  with  sculptor  Philip  Wakeham  on  a  rather  interesting  concept...

We  will  be  putting  our  heads  together  in  the  next  couple  of  weeks  and  working  on  stage  one  of  an  exciting  new  concept  

named  the  Trinity  Project.  The  ethos  of  the  project  is  to  inspire  a  spirit  of  collaboration,  a  synergy  that  intends  to  reveal  

how  the  pooling  of  creative  talent  and  resources  can  produce  work  that  emerges  as  greater  than  the  sum  of  it's  parts!  We  

are  currently  looking  for  a  clothing  designer  to  complete  the  trinity!  <

CREDITS

Sentient  -­‐  The  Bird:  Headress,  body  paint  and  styling  Alien  Fox  Designs,  Model:  James  Francis

Androgyny  Project:  Photography,  styling  and  make  up  Rosalind  Chad,  Models:  Jonathan  Habens,  Maddison  Jett

Clothing  provided  by  Fitzwell  Collection,  Barnstaple

visualprovocateur.com

thewhiteroomstudio.com

104 TRIBE  MAGAZINE      ISSUE  4

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